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  A Comprehensive FAQ/Walkthrough for the Game Boy Version of Mega Man II

                                              ------------------------------
                                             | By Colin Moriarty (CMoriarty)
                                             | E-Mail:   [email protected]
                                             | Date:         August 14, 2002
                                             | Version:                FINAL
                                              ------------------------------

This FAQ, and all 26 other of my FAQ/Walkthroughs, are now dedicated to the
over 6,000 innocent people killed in the World Trade Center and Pentagon
terrorist attacks in New York City, New York, and Washington, D.C., on
September 11, 2001. To all of the innocent working people, and FDNY Firemen,
as well as other emergency workers, you will always be remembered. We won't
stop until we bring these criminals to justice, your deaths were NOT IN VAIN!
God Bless America, death to all terrorists of all races everywhere.

          ------------------------------------------------------
       -> http://www.gamefaqs.com/features/recognition/4280.html <-
          ------------------------------------------------------

PLEASE NOTE: This document was created using Microsoft Word with a 6.5"
width, and is best viewed using either your browser (preferably MSIE 5.0 or
higher), and a screen setting of 800x600 pixels or more. If the guide seems
jumbled up and not quite right looking, it's not the guide, but your screen
and computer settings. If you do experience this problem, you probably have
your screen settings on 640x480 pixels or less, which is rare but hey, it
could be you. Sorry about whatever problems this may cause.

IGN.com is now allowed to host all of my FAQs. Although the disclaimer says only
GameFAQs can use my FAQs, IGN.com is now a legal host of all of my work.

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T A B L E     O F     C O N T E N T S...
---------     ---     ---------------

I.)........... | Legal Disclaimer
II.).......... | Versions of the Guide
III.)......... | Introduction
IV.).......... | Storyline/Plot
V.)........... | Characters
VI.).......... | Robot Masters
VII.)......... | Controls
VIII.)........ | WALKTHROUGH
IX.).......... | Game Ending (SPOILERS!)
X.)........... | Weapons
XI.).......... | Items
XII.)......... | Rush Adaptors
XIII.)........ | In Closing
XIV.)......... | About the Author


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This guide/FAQ/walkthrough is copyrighted (c) 2002 to Colin Moriarty, and is
the intellectual property of Colin Moriarty. This guide/FAQ/walkthrough is
only to be found on GameFAQs (http://www.gamefaqs.com). If you are reading
and/or found this file ANYWHERE else but GameFAQs, please contact the author,
Colin Moriarty, immediately, at [email protected]. This
guide/FAQ/walkthrough is protected under International Copyright Laws, and it
is prohibited to take any piece of this document and reproduce it in anyway
without the written consent of the author, Colin Moriarty. Any website or
other medium found to have this document without permission will be dealt
with to the fullest extent of the law.

Please don't e-mail me and ask to have this document on your webpage. It's
toofrustrating for me to keep track of all of the webpages that have my
document(s) on their page, especially the smaller, domain-less fan sites.
GameFAQs (www.gamefaqs.com) is the only, and I repeat, THE ONLY webpage
allowed to have this document on his website, GameFAQs.com. CJayC, owner and
operator of GameFAQs is the only person allowed to use this document on a
webpage, so please, I repeat once more, no e-mails regarding using this
document on your webpage. If you do e-mail me about it, your e-mail will be
promptly erased and ignored.

You ARE allowed to download this off of GameFAQs and keep it on your
computer's harddrive for personal use, as long as the document is not edited
or otherwise distributed except for personal use. You can even print out the
entire FAQ or portions therein to share with a friend who also needs help in
the game. Just please don't distribute it as your own, sell it for profit, et
cetera. Well, you guys get the idea.

Onward.


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This version of the guide currently the first, last and final version of this
FAQ, aptly named VERSION FINAL, even if it's the only version. =)

Version Information:

Version: FINAL
Date: August 14, 2002
Percent Complete: 100%
Version Entails: Everything is complete. Hence, I've made this the FINAL
version of this FAQ!

--PAST VERSIONS--

NONE! The current version is the first, last, and only version of this FAQ.


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------------S E C T I O N   T H R E E   -   I N T R O D U C T I O N----------
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The Mega Man series is one of the most popular video game series on the
planet. With six games on the Nintendo Entertainment System (NES) and one on
the Super Nintendo and Playstation, the Mega Man series is world-renowned for
greatness. (and if you e-mail me about how I missed the X games here, you
know nothing about Mega Man - they aren't even the same series).

However, some people don't know that the Mega Man series also graced
Nintendo's little handheld that started the entire handheld phenomenon. Five
(!) Mega Man games graced the Game Boy, and this FAQ/Walkthrough is for one
of them - Mega Man II.

The interesting thing about the Game Boy Mega Man games is that they
basically mix and match Robot Masters into and out of the game. For instance,
in the original Game Boy Mega Man (called Mega Man in Dr. Wily's Revenge),
eight Robot Masters appeared in the game. Elec Man, Fire Man, Ice Man and Cut
Man were in it from the original NES Mega Man, as well as Flash Man, Quick
Man, Heat Man, and Bubble Man from Mega Man 2. This basically excludes both
Bomb Man and Guts Man from the original Mega Man from any Game Boy Mega Man
game made. So when Mega Man II rolled around for the Game Boy in 1992, people
were curious which Robot Masters they'd use. "They already used four of the
eight original Mega Man 2 Robot Masters!" they exclaimed. Worry not, my
friends. The people at Capcom know what they're doing, indeed.

Mega Man II has four Robot Masters from the NES Mega Man 2, and four from the
NES Mega Man 3 (and the trend continues until the Game Boy's Mega Man V,
which they ditched Robot Masters completely in favor of Star Droids). In Mega
Man II, you'll find Air Man, Metal Man, Wood Man and Crash Man from Mega Man
2, and Needle Man, Magnet Man, Hard Man and Top Man from Mega Man 3. See, it
all works out in the end. But, you fight them in droves... you'll fight the
four Mega Man 2 Robot Masters first, and then the four Mega Man 3 Robot
Masters afterwards. Pretty neat, eh? Okay, so it's not that neat, but you
understand. =)

Enjoy my FAQ/Walkthrough, and I hope it helps!

-Colin Moriarty ([email protected])

(P.S. - This guide is semi-barebones, so there is no password section here.
If you need passwords or other information this guide doesn't contain, Mandi
Paugh runs a fine Mega Man webpage, probably the best on the Internet, called
the Mega Man Home Page. Go there via the URL: http://www.mmhp.net.

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This short part of the FAQ/Walkthrough is the storyline of the FAQ. I
explained quite a bit of it in the introduction, so I've simply dedicated
this section of the FAQ to the storyline as seen in the instruction manual
that came with the game. So the following "storyline" is copyrighted (c) 1992
to Capcom, all rights reserved. These are their words, NOT MINE! (thanks to
World of Nintendo (www.world-of-nintendo.com) for a text copy of this
instruction manual so that I could just copy and paste the storyline instead
of having to copy it from my own instruction manual.)

--Begin Story--

TIME TRAP!

"Light to Mega Man! Light to Mega Man! Come in Mega Man!!!!

"Dr. Wily has broken into the Chronos Institute and stolen the experimental
Time Skimmer. We tried tracking him on radar, but he simply vanished. My
calculations show that he jumped approximately 37.426 years into the future.
I have no idea what he plans to do, but your can be sure that he'll be back!

"In the meantime, Rush has sniffed out a few of Wily's robots guarding a
subterranean passage. Get over there and check it out. And remember, let's be
careful down there!

"Light out!"

--End Story--

Again, the "storyline" above is NOT MINE, nor is it IN MY WORDS! It's
directly from the instruction manual that came with Mega Man II, and is
copyrighted (c) 1992 to Konami.


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Mega Man II doesn't exactly have an extensive amount of chracters in the
game. In fact, there are really only three non-Robot Master enemies in the
game worth mentioning. So here they are, a short little paragraph on each of
these characters for your reading enjoyment.

>>>MEGA MAN<<<
Well you're playing a Mega Man game, are you not? So naturally, Mega Man will
be in the game. Heh heh. Anyway, Mega Man is the character you play as in
this game. Many times Mega Man has faced off against his arch enemy, Dr.
Wily, and this game is no exception. With Dr. Wily traveling through time,
however, he is more dangerous than he ever was before, and hence makes Mega
Man's quest that much more necessary. But no worries - this "super fighting
robot" is just the man for the job.

>>>DR. WILY<<<
This evil madman was once Dr. Light's lab assistant. After creating Mega Man,
Proto Man, and six other Robot Masters, Dr. Light defected and attempted to
take over the world. Since then, he's changed sides many times, and has even
been thrown in jail. However, this time around, Dr. Wily is considered to be
at his most dangerous. Stealing the Time Skimmer from a world-famous
institute, Dr. Wily has traveled over three and a half decades in the future.
What could he possibly be planning? Well... whatever it is, I'm sure it isn't
something good. =)

>>>DR. LIGHT<<<
Dr. Light is the ultimate creator of Mega Man, the world's ultimate fighting
robot. In addition, he and Dr. Wily were once partners in the same scienfitic
venture to create robots that could help humans in everyday jobs, hence
making their lives easier, safer, and more enjoyable. After creating Proto
Man, Mega Man, Bomb Man, Guts Man, Cut Man, Elec Man, Ice Man and Fire Man
together with Dr. Wily, Wily left with six of the eight robot masters and
tried to take over the world. While Proto Man escaped and Mega Man resisted
re-programming, Dr. Wily's betrayal forever pitted Mega Man and Wily against
each other (even when Wily and Light once again joined forces in the
storyline for the NES' Mega Man 3).

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Many people are drawn to Mega Man games because of the cool bad guys in them.
I know that as a child, I certainly was, and this made me uber-addicted to
Mega Man ever since. The boss bad guys are called Robot Masters, each of
which has special weapons, attacks, and weaknesses. Why Dr. Wily creates his
Robot Masters so that they're weak to other Robot Masters' weapons is beyond
me, but alas, he does.

This section is dedicated to the Robot Masters. There are eight of them, and
each have their own little description. They act differently than their NES
counterparts, so if you think you know about these Robot Masters and their
styles and weaknesses, think again. You know nothing! =D

____________________________________________________________________________
|  How to read the Character Profiles...
|
|
|
|  Name: The Robots' Name
|
|  Number: His Number of Creation
|
|  Weapon: His Primary Weapon
|
|  Height: The Robots' Height
|
|  Strength: How Strong the Robot Is
|
|  Dexterity: How Well the Robot Uses His Weapon/Ability
|
|  Intelligence: How Intelligent the Robot Is/How Smartly He Attacks
|
|  Agility: How Quick the Robot Is
|
|  Stamina: How Able-Bodied the Robot Is
|
|  Difficulty: How Difficult the Robot Is to Defeat In Battle
|
|  Overall: Strength + Dexterity + Intelligence + Agility + Stamina +
|
|  Difficulty = The Total Number [divided by] 6
|
|____________________________________________________________________________

________________________
|  Scoring:              |
|                        |
|  99-90 = Excellent     |
|  89-80 = Very Good     |
|  79-70 = Above Average |
|  69-60 = Average       |
|  59-50 = Below Average |
|  49-40 = Bad           |
|  39-30 = Very Bad      |
|  29-00 = Terrible      |
|________________________|

How I get these numbers that are on the Robot Master/Character profiles:

For the Robot Masters, mainly, there are some simple AND some complicated
calculations I perform to see how strong an enemy is. Because of the fact
that these are original, I would rather -not- share them with the public,
because they took me a long time to figure out and they are my own
calculation methods. If you're that interested in it, e-mail me. Just be
aware that these are as accurate as they get, 'kay? =)

(these are in the order of their creation number)

----------

Name: Metal Man
Number: #009
Weapon: Metal Blade
Height: 4'6"
Strength: 50
Dexterity: 60
Intelligence: 100
Agility: 63
Stamina: 92
Difficulty: 41
Overall: 68 (average)

Metal Man is a menace of sorts. He is quite agile and swift, but he won't
attack you unless you attack him first! He'll jump around a bit, throw a
Metal Blade or two at you, but unless you move towards him or fire at him,
he'll stay stationary on the other side of his lair! Since he always fights
on a constantly moving conveyor belt, this gives him another advantage over
you, but that still doesn't make him that hard.

----------

Name: Air Man
Number: #010
Weapon: Air Shooter
Height: 5'0"
Strength: 81
Dexterity: 60
Intelligence: 90
Agility: 35
Stamina: 102
Difficulty: 70
Overall: 73(above average)

Air Man is a large robot with a fan built into his body. This fan pushes
against Mega Man, keeping him away, while the shooter on his arm fires
tornados all over the place, which are extremely hard to avoid. Equip Wood
Man's Leaf Shield to get around this guy, and keep hitting/throwing Leaf
Shields at him to destroy him in no time.

----------

Name: Crash Man
Number: #013
Weapon: Crash Bombs
Height: 4'8"
Strength: 85
Dexterity: 60
Intelligence: 63
Agility: 79
Stamina: 67
Difficulty: 50
Overall: 67 (average)

Crash Man (also known as Clash Man to some) is a fearsome robot and is
probably the most difficult robot master to defeat in the game, without the
aid of Air Man's weapon, the Air Shooter. Crash Man jumps around his lair
like a mad man and tosses his explosive Crash Bombs everywhere he goes. They
do damage even if they just hit you and don't explode. If they land on a
wall, run away! (as to not get hit by the explosion). Just fire the Air
Shooter at this guy until he's toast.

----------

Name: Wood Man
Number: #016
Weapon: Leaf Shield
Height: 4'10"
Strength: 74
Dexterity: 80
Intelligence: 79
Agility: 33
Stamina: 79
Difficulty: 70
Overall: 69 (average)

Wood Man is a cinch with Metal Man's Metal Blades equipped. Wood Man has a
shield of leaves that protect him as he hops closer and closer to your end of
the lair. When he is done with that shield, he then chucks it at you and
launches four leaves into the air that come down at Mega Man and are hard to
avoid. Take out Wood Man best you can with the Metal Blades, just keep firing
at him!

----------

Name: Magnet Man
Number: #018
Weapon: Magnet Missile
Height: 4'8"
Strength: 66
Dexterity: 80
Intelligence: 88
Agility: 78
Stamina: 81
Difficulty: 65
Overall: 76 (above average)

Magnet Man has battle tactics that are quite effective. His primary weapon,
the homing Magnet Missile, is good against any robotic enemy, including Mega
Man. He also has a magnetic pull infrastructure that pulls metal object
towards him when he goes into magnetic mode. You'll wanna short Magnet Man's
circuits with the Needle Cannon.

----------

Name: Hard Man
Number: #020
Weapon: Hard Knuckles
Height: 4'10"
Strength: 95
Dexterity: 80
Intelligence: 65
Agility: 41
Stamina: 82
Difficulty: 75
Overall: 73 (above average)

Hard Man is a huge Robot Master with a mission. Although he has a set and
predictable battle pattern, he is still a formidable opponent. First, he
shoots out his weapon, the Hard Knuckles, which semi-home in on his enemy.
Then, he flies in the air, and comes crashing down to the ground head first.
His special headgear let him avoid any injury from this. His attacks are
devastating if he connects, so take him out with the Magnet Missiles you
obtain from Magnet Man.

----------

Name: Top Man
Number: #021
Weapon: Top Spin
Height: 4'5"
Strength: 35
Dexterity: 80
Intelligence: 50
Agility: 71
Stamina: 63
Difficulty: 25
Overall: 54 (below average)

Top Man is one of the weaker Robot Masters in Wily's fleet, as his battle
pattern is both weak and predictable. His pattern is like this: First, he
sends up three Tops in the air, and they shoot down at you. Then he goes into
a spinning top mode and shoots across the room... and he just repeats this!
The Mega Buster works fine on Top Man, although the Hard Knuckles have been
known to work as well.

----------

Name: Needle Man
Number: #017
Weapon: Needle Cannon
Height: 4'7"
Strength: 85
Dexterity: 80
Intelligence: 84
Agility: 69
Stamina: 77
Difficulty: 84
Overall: 80 (very good)

Needle Man is looked at as a leader. His supreme strength and battle makes
him a virtue amongst the leagues of Robot Masters. Needle Man has no hands;
he instead has arm cannons built into both hand slots at his request, which
allows him to shoot twice as many Needle Cannon shots in battle. His head
also springs off at his enemy, the sharp needles on top of it piercing enemy
skin and armor. Use the Gemini Laser to calm him to his misery.

-----


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While playing any videogame, knowledge on how the controllers work is, of
course, quite vital. This section is dedicated to the control functions of
Mega Man 2...

*D-Pad - The D-Pad (or directional pad if you're not into the whole brevity
thing) is that cross on the left side of your Game Boy/Game Boy Pocket/Game
Boy Color/Game Boy Advance. Press it left or right to make Mega Man walk left
or right. While climbing a ladder, pressing up or down will let you climb
either way. And, of course, while jumping, press on the d-pad which direction
you want to go simultaneously... this will let you jump effectively.

*Select - The Select Button has no real function in Mega Man II.

*Start - Press the Start button to select different things in the game, and
during the game, press it to access the main menu, where you can select
various weapons and items. Coming to this menu via the start button also is
the "pause" screen... so press the start button to pause as well.

B Button - The B button allows you to shoot your arm cannon. If you select
another weapon on the main menu, you shoot that particular weapon (whichever
is equipped). That's the B button's function.

A Button - Press the A button to jump. Pressing the A button in unison with a
direction on the D-Pad allows you to jump in a certain direction. Pressing
down/over and A will let Mega Man slide, as well.

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This section of the FAQ is the walkthrough. This section isn't written like
an RPG walkthrough. Instead, I give you "tips and tricks" for each stage in
the game, which is more effective and useful than giving you a walkthrough
for each stage. The game isn't hard my friends... so it'd be useless.
Instead, the tips and tricks will suffice for you just fine. At the end of
each stage walkthrough, a boss strategy will be there waiting for you, which
will, of course, be quite useful indeed.

If you don't need tips and tricks, and simply just need an order to beat the
Robot Masters in (being that you can pick the order in which you fight them),
here's a little list for you:

Metal Man (use arm cannon) -> Get Metal Blade
Wood Man (use Metal Blade) -> Get Leaf Shield
Air Man (use Leaf Shield) -> Get Air Shooter
Crash Man (use Air Shooter) -> Get Crash Bombs
Needle Man (use Air Shooter) -> Get Needle Cannon
Magnet Man (use Needle Cannon) -> Get Magnet Missile
Hard Man (use Magnet Missile) -> Get Hard Knuckle
Top Man (use Hard Knuckle) -> Get Top Spin

AND NOW... the walkthrough. BUT! This is the order I suggest going in. You
can go in any order you want, but this is MY order. No, I don't care about
your order, so don't e-mail me with it.

*********************
STAGE ONE - METAL MAN
*********************

*Much of Metal Man's stage is covered in conveyor belts. These belts can be
quite pesky, so be careful, as they'll automatically take you in whichever
direction they are traveling. You can see which way they are traveling by
observing the arrows at the beginning and end of each conveyor belt, which
will be pointing either left or right. If it's pointing left, the conveyor
belt will naturally be traveling left, and the same for the right.

*More on the conveyor belt - running in the direction that a conveyor belt is
traveling will make you run QUICKER (as you're running along a conveyor belt
that is already traveling that way, combining the speed of both moving
entities). However, running against the current of the conveyor belt will
slow you down (and slowly move you backwards), but can save you from falling
off of the side of a conveyor belt or into an enemy. It's best to jump along
conveyor belts to travel, as long as you are able to (the ceilings aren't too
low, or there aren't spikes at the top, et cetera). It's the most efficient
way to traverse the conveyor belt system.

*In the beginning sections of the stage, you will have to drop a few screens.
Each of the screens you'll be dropping on to are covered in spikes, and there
are only certain safe areas that you can land, so that you can move on. As in
all Mega Man games, these super harmful spikes will kill you in one hit, so
it'd absolutely be in lue of you to avoid them best you can. As you drop from
screen to screen, keep an eye out for the spikes below and move accordingly.
This section can be annoying, so be tenacious and patient.

*Littering Metal Man's stage are these roving enemies that travel along many
platforms. You can't destroy them with your arm cannon, and they travel low
and fast. These small enemies will chase you if you jump on their platforms,
so when you do jump on their platforms, make sure to make haste to get off of
them as quickly as you can. If they hit into you, they suddenly stop moving
and spring in place, trying to do more damage. Make sure to avoid them best
you can.

*Quite often, on this stage, you will encounter these clown enemies that are
running on tires. As soon as you see them, count down three seconds and then
they will fall from the sky and go after you. Aim your shots at the tire to
destroy both enemies simultaneously. If you kill only the clown, the tire
will still come at you and need to be killed as well, or you will be damaged
by it.

*A few times in the stage you will encounter these spiked mechanisms that
slam down from above, and then go back to the ceiling, repeating this process
many times over. They do a lot of damage if you hit into them or if they slam
on you, so be very careful with them. They are sometimes concealed, and are
usually above conveyor belts, so keep an eye out for them. To safely travel
underneath them, wait until they are going back up to reset, then quickly run
(or better yet, slide) underneath them, to safety.

*Along the conveyor belts about midway through the stage, these "corn cob"
looking mechanisms will start traveling from both sides of the conveyor belts
(out of the floor and ceiling) at you. They can damage you quite a bit and be
quite a nuisance. If you are following my walkthrough, you will have no
special weaponry yet, so use your arm cannon to destroy these pesky enemies
as you go, sniping them wherever they appear. They often drop energy pellets,
so if you get damaged, don't worry too much about it. You'll most likely find
something to heal your ailments within these enemies once you destroy them.

*METAL MAN STRATEGY*
***** *** ********

Metal Man isn't too hard of an enemy to beat. Being that this is the first
Robot Master you'll be fighting (if you're following my walkthrough), you'll
have no choice but to fight Metal Man with your regular old arm cannon, but
that shouldn't give you too much trouble. The thing about Metal Man is that
he won't attack you unless you attack him first (or jump at him). If you stay
still, so will he. If you shoot at him once, he'll do the same, then stand
still again. Very interesting indeed. In anycase, Metal Man's only attack is
chucking endless amounts of Metal Blades at you, while he jumps up and down
(but in place). Stop attacking, so will he. However, if you get too close to
him, he'll jump to the other side of the screen and continue attacking you
from there. Like his NES version, Metal Man's lair's floor is covered in a
conveyor belt, but unlike the NES version, it always pushes you to the left.
Metal Man could switch which direction the conveyor belt was (almost always
pulling you towards him), but they left that out in the Game Boy version.
Trust me, that's a good thing. It makes Metal Man much easier in this version
of the game (although he's quite easy in both versions, in all honesty).

*When you defeat Metal Man, you'll get the Metal Blades and the Rush Marine.

********************
STAGE TWO - WOOD MAN
********************

*All throughout Wood Man's stage, you'll see these black balls (heh heh)
hanging from trees, walls and ceilings. When you stand near them or pass
them, they'll turn into Robotic Bats. These bats are pesky and not quite as
easy to defeat as they were in Mega Man 2 on the NES, for they don't take one
hit to kill, they take two hits. However, their tendency to shoot plasma
shots once airborne has all but disappeared in the Game Boy Mega Man II.
That's a good thing... but I'd exchange that for a one hit kill on these
pesky bats!

*The robotic rabbits you come across throughout the stage are quite the
nuisance indeed. They hop around, and then stop jumping. When they do that,
you better keep an eye out, because soon thereafter, they'll shoot carrots at
you! Carrot after carrot will shoot at you until you defeat the rabbit, or
get far away from it where you're out of range from it. Either way, keep in
mind that they shoot these carrots with great skill and accuracy, so there's
no avoiding them shot after shot by standing in one area. You have to keep
moving, because they shoot the carrots with such great accuracy. When you see
these enemies, dispose of them as soon as you possibly can. Otherwise, they
can prove to be quite the annoyance.

*Unlike the NES version of Wood Man's stage, you'll only encounter one fire-
breathing dog in the Game Boy version, but this fire breathing dog is just as
annoying as he was in the NES version. Make sure to stand on the platform
before the floor, and as far to the right of it as you can. If you're far
enough to the right on this platform, no fire will hit you as it arcs up
behind you. If you're not far enough to the right, the fire will hit you. If
this is the case, it's quite simple to avoid. Time your jumps so that you
continuously jump underneath the fire, but keep in mind that the length of
these fire chains he shoots at you varies randomly. Some of them could be
short, some of them long. You'll have to evade them accordingly. But if
you're in a safe area, all you have to do is fire away at the dog, not
worrying about parrying these pesky fireballs. This is why it's all too vital
to find this safe area I described above, to make battling the dog easier.

*In the water area of the stage (which just about marks the midway point of
the stage), you can avoid the entire area with the Rush Marine (baring in
mind that you're following my walkthrough and have gotten the Rush Marine
from defeating Metal Man), but it's really not worth it. The area isn't too
hard, you just can't traverse the water without the Rush Marine (as there is
no bottom to the water.)

*In that water area, there are two things you should concern yourself with.
There are needles (straight out of Needle Man's stage... you'll see) that go
in and out of the ceiling. Make sure to time your movements well so that you
avoid hitting into them, and that they don't pierce and stab you from above.
They do a lot of damage, so make sure to take the time to dodge them and
avoid them at all costs! They aren't in any abundance here like they are in
Needle Man's stage, and other stages, so they're nothing to really worry
about at this point, but it's still something you should prepare yourself
for. Additionally, there are these gun enemies that aren't vulnerable to
attack by the arm cannon unless you get close enough to them. When you get
close enough, they'll open up and start shooting at you. At this point, fire
away at them. If you're fast enough doing so, you'll kill them before they're
able to fire back at you. This is all you have to worry about in this water
area.

*In the last part of the stage, you'll be running right while these running
Roosters will be running at you from the left. Every once in a while, they'll
jump. Take the time to slide under them when they jump. If they're running at
you, run away from them until they jump, then quickly turn around and slide
under them while they're airborne. If you don't want to do that, run at them
while they're running at you, and at the last second, before you collide,
jump over it and keep running right. If you wait long enough, you should get
enough air to clear the Rooster without getting damaged. These Roosters are a
real pain, so, as always, be tenacious and patient with this area. Once you
get past it, you'll be at Wood Man's lair. So it's all worth it.

*WOOD MAN STRATEGY*
**** *** ********

Wood Man is quite simple to defeat, especially with the Metal Blades. In
fact, Wood Man is a cinch to defeat if you have the Metal Blades in your
arsenal. Wood Man fights in a pattern. That is to say, he'll summon up his
Leaf Shield, and shoot Leaves into the air. The Leaf Shield is four rock-hard
leaves that orbit Wood Man's body. This shield deflects all attacks on Wood
Man, making him temporarily invulnerable to anything you can throw at him.
When he throws the leaves in the air, they float down (kind of slowly). They
sway back and forth, so make sure to stand in a place where they won't hit
you when they come down. However, don't worry too much about being damaged.
Equip those Metal Blades on Mega Man and, when Wood Man chucks his shield at
you, jump over it (or just let it hit you). Look, nothing is guarding the
now-vulnerable Wood Man! He will now meet his doom. Chuck barrages of Metal
Blades at him and he'll fall almost instantly. Four or five Metal Blades will
dispatch him. And since you can shoot the Metal Blades so quickly, and since
they travel so quickly, killing him once you start attacking him will take
all of three seconds. And then, Wood Man is no more.

*When you defeat Wood Man, you'll get the Leaf Shield.

*********************
STAGE THREE - AIR MAN
*********************

*Air Man's stage is a lot of jumping. What are you jumping from? Well, you're
jumping from platforms to Air Tikes, and back to platforms. Air Tikes are
those things that suddenly appear over vast chasms. These horned enemies
should be jumped upon to proceed, but be weary of their horns that pop up and
down out of either hole on the left and right of these enemies. Additionally,
as long as you're standing atop them, little Air Tikis (smaller versions of
Air Tikes) will pop out of either side of them and come after you. They are
one shot kills, however, so nothing to worry about, really. Just kill them as
they come out, or they'll grow in numbers and gang up on you, which is quite
the pain in the ass indeed. If, to the right of an Air Tike, there is a hole,
jump towards the hole, and another Air Tike will appear, so that you continue
on your journey through Air Man's stage. They are literally all over this
stage, so just be patient and and prepared to meet a lot of them on your
journey throughout the stage. If you're not, you'll never meet up with Air
Man at the end of the stage!

*All over this stage, you'll find birds flying around. These birds carry
eggs. If they drop the eggs and they hit a hard surface (like you or a
platform), the egg breaks and little birds come out of it, flying all over
the place. When you see one of these birds, make sure to kill them right
away, before they have a chance to drop these eggs and unleash havoc all over
the place. Be weary that with clouds all over the stage, these birds can
often be masked, camouflaged and hidden behind these clouds, but their
attacks are still the same. So be prepared! To make them easier to kill, try
equipping the Metal Blades on Mega Man and chucking them at the birds. The
effect here is twofold. It kills the birds quickly and efficiently, and the
egg along with it. However, if the bird manages to drop the egg, the Metal
Blade rips through these birds easily and quickly, being that it takes up a
lot more attack space then a regular old arm cannon blast does. All in all,
the birds are a pain in the ass, I know.

*The large enemies that have fans in their stomachs are not copies of Air
Man, but they can do a lot of the same things he does. These enemies have
huge fans mounted on their stomachs, and these fans push or pull you from or
away from the enemy. While he has no projectile attacks, the enemy can still
wreak havoc on Mega Man by pulling and pushing him. Make sure to kill him
from a distance before jumping or running or whatever in his direction. If
you don't, it can mean certain doom for you, because even if you're jumping
or sliding, the enemy can still push or pull you, veering you completely off
of your projected path. Just be careful of these foes.

*A few times throughout the stage, you'll find these low, stationary enemies
that shoot out boomerang-looking things that then bounce around whatever
platform they're on a bit. Your arm cannon can damage these enemies, but
being that they're so low to the ground, it's nearly impossible to hit them
with the arm cannon. So what do you do? It's elementary, really. Equip the
Metal Blade on Mega Man and fire it at these contraptions to kill them off
quickly. The Metal Blades are also quite effective against the boomerang-like
things that shoot out of these contraptions - one hit with the Metal Blade
will kill them too.

*Finally, you'll meet these enemies that are built into floating platforms.
These enemies throw lightning bolts at you often, and are quite difficult to
kill. You have to shoot at them to kill them (by hitting them with that arm
cannon of yours a few times) and then jump on their platform (now vacant) and
kill the next one, and so on. But you want to know an easy way to kill these
enemies? Of course you do. It's simple. Equip the Leaf Shield on Mega Man and
fire it up. It'll orbit you now. Simply press the B button again to fire it
at these floating enemies, which'll destroy them in one hit. If you want to
be daring, equip and activate the Leaf Shield and then jump into the enemy.
You'll kill him and land on the platform he used to occupy all in one action,
killing two birds with one stone. Pretty nifty, eh? You shouldn't need to
kill these enemies with the Leaf Shield always, however. In fact, you
shouldn't. You'll not only need the Leaf Shield to kill Air Man (easily,
anyway), but most of these guys can be killed with a few simple shots of the
arm cannon. Try doing that first... and if you can't, then, and only then
resort to using the Leaf Shield. Otherwise, preserve it.

*AIR MAN STRATEGY*
*** *** ********

Air Man is quite simple indeed. He seems hard, but he's not. Especially not
so when you have the Leaf Shield at your beckon call. But you won't be using
the Leaf Shield defensively! No, friend, quite the opposite - you'll be using
the Leaf Shield in a purely offensive manner. When the battle begins, Air Man
will make a bunch of Air Tornadoes and shoot them at you using his Air
Shooter. They will remain in the air, and then shoot your way. Avoid them by
jumping or sliding (either way, you'll probably not be successful in avoiding
them, because the air that's pushing the tornadoes towards you is also
pushing you back as well, so bare that in mind). It doesn't matter though.
After those tornadoes pass, you have a split second to attack Air Man. Why is
that? Because if you throw the Leaf Shield at Air Man while the tornadoes are
in the air, the tornadoes will deflect the weapon, as well as the arm cannon
or any other weapon you chuck at it. So after the tornadoes pass you, bring
up the Leaf Shield and press B again to chuck it at Air Man. If you're quick,
you can get in two hits before he brings his tornadoes up again, which will
block your attacks. After he does another attack, shoot him again. After a
few sets of attacks (if he's not dead already), he'll jump sides (in a few
leaps) and attack from the other side. When he does this, he's vulnerable to
more attacks, so get some in there when he jumps! Air Man should be defeated
in no time, if you follow my strategy...

*When you defeat Air Man, you'll get the Air Shooter.

**********************
STAGE FOUR - CRASH MAN
**********************

PLEASE NOTE: The game calls him Clash Man. That is a mistake, a
mistranslation. His name is Crash Man, his weapon is the Crash Bomb. That's
what I call them, regardless of what the game calls him and his weapon. Don't
e-mail me about it, I don't care what you think.

*Throughout the stage, you'll see pipes with pipe openings all around. These
openings are where little floating robots escape into the air, and when they
do, their first, last, and only objective is to chase after you. And while
they do so slowly, they are quite into their quest, for they'll follow you
around endlessly until you kill them or leave the screen. But beware. Once
one is killed, another comes out of the pipe the previous one came out of to
replace him. It truly never ends, so try not to waste too much time killing
them. It's all together useless.

*A few times in this stage, you'll meet these enemies which break apart when
you defeat them. These enemies look like a few paint cans on top of one
another. The second to top "paint can" has a face on it, and is the only
vulnerable segment of this enemy's body. So jump up and shoot it once in the
face, and the paint cans will shoot out and break apart. However, the face
remains and new segments appear. Shoot these enemies in the face again and
they'll die... permanently. I mention these foes because you'll want to avoid
the shooting segments as you shoot these enemies. You'll want to do this
because they have the capacity to do quite a bit of damage to you when they
shoot out. Alas, they are quite hard to avoid, so it's all about the luck of
the draw.

*A few times on this stage you'll encounter some platforms that move around
on pre-set courses. While you need to ride most of these to go on, you also
need to avoid the pesky floating enemies that I mentioned in the beginning of
the game. Or you could just kill them. They are all over the place when
you're on these moving platforms, so you'll have no real choice but to kill
most of them or all of them. Equip the Metal Blade on Mega Man while on these
moving platforms to make your life easier while killing these enemies. The
Metal Blades not only take up more space when shot (hence making your hit
ratio greater than using your arm cannon), but the Metal Blade can also be
shot down, up, left or right (instead of just left or right), opening up new
and exciting ways to attack these enemies, which is just another way to make
your otherwise miserable life easier.

*When the path first splits on the stage, all I can really tell you is that
either path is good to take. One path leads you down a straight ditch, where
you'll have to fight one enemy to proceed, where the other leads you to one
enemy and then the same one the other path eventually leads you to. But it's
not enough of a difference for me to really lead you to one place or another.
Take whichever path you choose.

*Quick note - when you see an E-Tank out of the way, use the Rush Jet to go
up and get it. This happens often for now on in the game, so I won't be
mentioning these little asides anymore, unless I feel I really need to.

*You'll find more of those pesky mechanical birds on this stage. If you need
more information on those, check out the stage tips for Air Man's stage.

*You'll find sets of huge jumps on this stage. You can obviously make them
with your regular jump, by running to the left edge of the pit and jumping at
the very last millisecond. Of course, if you want to make your life easier
over these huge chasms, equip the Rush Jet and use it to get over these pits
with ease and safety.

*When you're climbing upwards at the end of the stage, you'll have a choice
of three ladders. While the lefthand one is the one you'll ultimately have to
take to get to the end of the stage, and hence to Crash Man's lair, climb the
righthand one first to get an E-Tank, and then climb the middle one to get a
free energy pellet. Finally, take the lefthand one up and have some fun with
Crash Man.

*CRASH MAN STRATEGY*
***** *** ********

Crash Man was a real pain in the ass in the NES Mega Man 2, and he's
basically the same exact thing in the Game Boy Mega Man II. However, there
was one catch with Crash Man in the NES Mega Man 2, as there is in the Game
Boy Mega Man II, also relating to Crash Man. In both games, if you have the
right weapon, Crash Man goes from being the most difficult Robot Master in
the game to being the easiest Robot Master in the game. What weapon do you
need to make this happen, you ask? Well, my friends... if you're following my
walkthrough word for word, as you should be, you'll have this weapon. This
weapon I speak of, of course, is Air Man's Air Shooter. With the Air Shooter,
Crash Man fell in three small hits in the NES version. He's a little harder
in this version, however. That doesn't mean he's VERY hard however. Seven or
eight hits with the Air Shooter will do him in quickly. And being that Crash
Man jumps around the lair shooting Crash Bombs all over the place, it makes
the upward arcing Air Shooter quite the useful and appropriate weapon for
using on Crash Man. The only thing you need to worry about with Crash Man is
the explosions of his Crash Bombs. Stay away from them when he shoots them to
avoid their explosion radius. And hey, you should have found two E-Tanks on
his stage... so don't be afraid to use them if you need to. Or one of them,
anyway. There should be no reason to use both. =D

*When you defeat Crash Man, you'll get the Crash Bombs and Rush Coil.

*****************
PURSUING DR. WILY
*****************

*After you've defeated the first four Robot Masters, you'll be taken to Dr.
Wily's hideout. Simply traverse it a bit, and you'll come across Dr. Wily.
However, he'll escape, and you'll be brought to a teleport hatch room. While
normally in Mega Man games, teleport hatch would lead you to boss lairs where
you'll fight bosses you've fought earlier in the game, each of these unmarked
hatches lead to an entirely new stage, where you'll fight one of four new
Robot Masters at the end. Since these hatches are unmarked, here's a little
diagram for you... that way you can properly follow the rest of my
walkthrough.

HARD MAN   |  TOP MAN
          _

MAGNET MAN |  NEEDLE MAN

*ANOTHER NOTE! - In the first four stages, when you defeated an enemy your
weapon energy would be refilled for the next stage. In the second set of four
stages, this isn't the case. It's nothing to really worry about (as there's
little need for special weapons... Quint and Dr. Wily both command the use of
the arm cannon), but just make sure not to go crazy with your special
weapons. The only way to refill them is to lose all of your lives and start
again.

***********************
STAGE FIVE - NEEDLE MAN
***********************

*The most prevelant enemy you'll find while traversing Needle Man's stage are
most certainly porcupines. These enemies literally pulsate, and when they do,
they shoot off endless streams of needles. After they are done doing that,
they crawl up into a ball and roll at you, and roll around for a bit. They
they turn back into a porcupine and shoot more needles, and repeat this
process until you destroy them or leave the screen. If you have a quick
trigger finger, you should be able to kill these enemies before they turn
into a ball, because when they turn into a ball, they are both hard to avoid
and impossible to damage! So avoid their needles the best you can and fire
away with your arm cannon at these enemies. When you've pounded them enough,
you'll destroy them and be able to move on. But you'll be fighting them
literally all over the stage, so your work with them is never done, until you
defeat Needle Man and move on.

*When you see a ladder that goes back down to the previous screen (you'll see
what I mean when you get there), don't bother going back down. The ladder
leads to a little alcove in the previous screen, and all it has is a weapon
energy pellet. It's a waste of time, and not needed at this point in the
game.

*The Rush Coil (now that we got it from defeating Crash Man) can be used (and
has to be used, unless you want to use the Rush Jet to get over, which is a
waste)... you must use it to get over a certain box in your way in the stage.
So when you realize you can't just jump over it, you'll know what to do. Two
of the three Rush adaptors can be used perfectly to get over this obstruction
so you can continue on through the stage.

*Dragon Flies are enemies you will encounter only on Needle Man's stage.
These enemies fly from the right side of the screen, going left. They are
usually high up in the air so that you can't hit them when they make their
first flyby. However, they'll stop when they get to the left end of the
screen, lower their altitude, and then fly at you from the left side of the
screen heading right! When they do this, turn around and shoot them out of
the air, or avoid them all together! If you happen to kill them on their fly
by, great. If you avoid them, however, that's an ample way to do away with
them as well. For if they miss you (or even if they hit you) on their fly by,
they'll fly off of the screen, never to return. That doesn't really matter,
however... there's quite a few of them you still have to deal with.

*We came across some needles on Wood Man's stage earlier in the game, and I
told you that this isn't the last time we'd see the needles. On the contrary,
I informed you that the needles would again be found on Needle Man's stage,
and they'd be more prevalent and harder to avoid/harder to see. And my
friends, I wasn't lying. The needles on this stage are all over the second
leg of the stage, and they are next to impossible to see (except for maybe
little alcoves on the ceilings where they are located). They are easy to
avoid however, because you'll always find them where you're sliding (or
almost always)... this makes it advantageous because sliding makes you
quicker, and you'll be able to quickly slide under these annoying things
rapidly, and able to continue on your quest. But because they are well
concealed, make sure to observe the screen ahead of you before going, or
you'll run into them before it's too late to make a last ditch effort to
avoid them!

*All throughout your needle-avoiding adventure at the end of Needle Man's
stage, ball shooting enemies will make a dangerous duo with the needles.
These enemies will open up and shoot a ball at you, then close back up. Only
when they open up are they vulnerable to attacks, so bare that in mind. Of
course, this means that you'll have to attack while they attack, so unless
your quick with your d-pad and arm cannon, you'll be exchanging blows with
these enemies. Naturally, you have far more hit capacity than these enemies,
so unless you're retarded, you should come out on top of these battles.

*Right before Needle Man's lair entrance (and I mean right before), you'll
come across a massive enemy. These enemies bounce around and try to land on
you. Fire away at it... there's not much else I can say except you'll want to
kill these enemies quickly before they land on you... 'cause when they land
on you, they do massive, massive damage. If you want, you can avoid them all
together. When this enemy jumps at you, quickly run towards it and then slide
under it before it lands on the ground. If you're quick enough and time
yourself correctly, you should be able to get under it before it gets down
low enough to damage you.

*NEEDLE MAN STRATEGY*
****** *** ********

Needle Man is one of the first Robot Masters in the Mega Man series to not
only have two separate useful attacks, but also, one of the first Robot
Masters to have duel arm cannons in which to attack twice as much. It's
nothing to really worry about, however, for Needle Man still isn't too hard.
Needle Man can attack with his duel arm cannons by shooting his Needle Cannon
at you. These needles he shoots are basically needle-shaped plasma shots, but
they do quite a bit of damage, and he can fire them at a decent clip.
Additionally, his head piece comes off (as it's attached to a spring which is
attached to his body's internal area) that comes off and tries to strike his
enemy. Through this, Needle Man's head become a potent weapon, with the three
spikes atop his head becoming huge, armor piercing sword-like weapons. That
particular attack is easier to avoid then his Needle Cannons however, as it's
a short-range weapon. To kill Needle Man easily, equip the Air Shooter on
Mega Man. Get close to Needle Man so that the Air Shooter doesn't arc over
him and miss him completely, and fire away at the foe. If he's in the air (as
he does jump rather often), use the upward arc of the Air Shooter to your
advantage, allowing it to hit Needle Man while he's in an airborne jump. It
takes quite a few hits with this weapon, but it's all you got that damages
him more than your arm cannon does at this point in the game. Sorry, but
that's the way it goes. It doesn't matter, though... Needle Man is still easy
as hell to defeat. And it for some reason you need to use an E-Tank to stay
alive, feel free to do so. There's no reason not to.

*When you defeat Needle Man, you'll get the Needle Cannon.

**********************
STAGE SIX - MAGNET MAN
**********************

*Magnet Man's stage remains surprisingly loyal to the NES version of his
stage, right down to the beginning, where you'll have to fight off some
floating Magnets. These magnets have no attacks, but their upward pull when
they hover and pass over you can't be avoided or ignored. Just avoid them
(most of them, if not all of them, fly too low for you to attack them
anyway), and move on without worrying about them. If you're feeling daring,
you can even use them to jump over pits (even though you can jump over pits
without them). What do I mean? Well, it's quite easy. Jump over a pit and a
passing magnet will lift you up even further with its magnetic pull, lifting
you higher and farther over the pit you're jumping. This works both ways,
however, as using this method can also pull you up, but back as well,
dropping you into the hole you were attempting to jump over. Be careful, and
avoid that little trick unless you really know what you're doing. It could
very well lead to an untimely death.

*Multi-Shooters are enemies you'll find on a couple of other stages, but if
you're following my walkthrough and my order to defeat the enemies here,
this'll be the first time you encounter said foe. These enemies have a
rotating rim on their heads that rotates the gun barrels up there. What does
this mean, exactly? Simple. This means that they shoot at you rapidly, and
from all directions. Additionally, these enemies have an cannon coming out of
the top of their heads, which occasionally arcs plasma shots down on Mega
Man. Not only are these attacks hard to avoid, but they are also quite pesky
when you're trying to climb up or down ladders, because the hit will knock
you off of the ladder, with the potential to knock you down to the previous
screen, or worse yet, into a bed of spikes, which will kill you in one hit.
Treat these enemies with respect when you fight them, not being fooled by
their small size. They are still quite potent enemies.

*Throughout the stage, you'll encounter these large, circular enemies that
rove along the ground. These enemies have huge eyes, and a hole at the top of
its structure. These holes unleash small missiles (shaped like fists,
almost... small fists). These missiles pass by the shooter and heat-sink onto
Mega Man, in a neverending quest to hit into Mega Man and damage him. This is
quite pesky indeed. They are able to withstand no damage, as you can't shoot
them out of the air (they are too small to really hit anyway). To defeat
these missile launching enemies, pound them full of arm cannon shots. If
you're quick enough in defeating them, they won't even get the opportunity to
fire these pesky missiles at you. But be weary! These enemies can take quite
a bit of damage before being dispatched. And not only that. If you get too
close to them or touch them, they turn into a huge spring, springing back and
forth, attempting to do even more damage. A double threat indeed! Just be
careful!

*Eyeball enemies are indeed something to contend with. These eyeballs walk
around on rotating legs, and they move quite quickly, making them nearly
impossible to avoid unless you have a very quick trigger finger. Since they
often come in droves, fire at them quickly before they get to you. There's
not much to say about these quick moving enemies other than that... they
don't have any attacks. They'll just try to run into you and damage you, and
unless you're quite quick, they'll be successful.

*If you feel yourself being pulled or pushed randomly throughout the stage,
look at your surroundings - it's the work of a wall magnet. These wall
magnets have a strong magnetic pull, and they'll try to push and pull you
into holes and enemies; whatever's surrounding them. They are often
strategically placed, so you'll want to keep your eyes open for them. While
you may not always get pulled pr pushed into holes, if you're not careful
you'll almost always receive some damage from these pesky magnets, as they
work in ultimate unison with their surroundings, and this can be quite pesky.

*Throughout the stage, "disappearing platforms" will be your only mode of
getting from one place to another - up platforms, over spikes, and across
chasms, disappearing platforms will be there to assist you. Don't even waste
your time with them, however. It's not even worth it. You'll be sitting there
trying to figure out the pattern in which these tricky platforms appear and
disappear, when all you really need to do is equip that useful Rush Jet
Adaptor on Mega Man, and use it to go over, up, and around the various
obstructions that the disappearing platforms are trying to help you up, over
and across. It usually escapes the players of this game that the Rush Jet is
far easier and safer to use than these pain-in-the-ass disappearing
platforms... so remember... when you can use the disappearing platforms, use
the Rush Jet instead!

*MAGNET MAN STRATEGY*
****** *** ********

Magnet Man fights in a semi-pattern, making him rather easy to figure out,
believe it or not. As the battle begins, Magnet Man will jump into the air,
and temporarily suspend himself there. When he does this, he'll shoot three
Magnet Missiles out, which will shoot out, and then down, in a semi-heat
sinking sort of way. They'll shoot down where you are, so slide around when
he shoots these to avoid being damaged by them. After this, he'll come back
down to the ground, and jump over to the other side of his lair, where he'll
repeat this process. He'll do this a few times, and then come back down to
the ground, where he'll go into what I lovingly call "constipation mode." Why
do I call it this? Well it's quite simple, and even more obvious. Magnet Man
will clench his fists and look like he's trying to let one loose. When he
does this, you'll be drawn towards his magnetic attraction. When this
happens, run or slide away from him, because he's trying to get you to
collide with him and damage you. Other than this, his attacks are no more, so
equip your Needle Cannon. When Magnet Man is on the ground, pound him full of
Needle shots with your Needle Cannon, and then let him attack again, where
you can avoid his attacks and repeat this process. The predictive nature of
this battle makes Magnet Man quite easy to defeat, but if for some reason you
are in need of an E-Tank to heal your wounds, feel free to use it, although
you should probably save it for harder, more important battles.

*When you defeat Magnet Man, you'll get the Magnet Missile.

**********************
STAGE SEVEN - HARD MAN
**********************

*A few times throughout Hard Man's stage, you'll come across large Bees that
fly onto the screen holding these honeycombs underneath them. When they get
about midway across the screen, they'll freeze and drop this honeycomb
they're flying with. When the honeycomb hits the ground below, it'll break
apart, releasing five small bees from within it, which will follow you
endlessly, running into you and damaging you every chance it gets. Fire at
all five of them with your arm cannon to do away with them quickly.
Otherwise, you'll have them endlessly follow you around, and being that
they're incredibly fast moving, they are endlessly hard to shake... trust me
on that one.

*Scattered throughout Hard Man's stage are things I like to call "Floor
Traps"... if you aren't very observant, you probably won't even realize that
they exist. However, you'll know after they damage you badly. You'll know
that these traps exist because where they are, normal looking floors aren't.
When you walk over these weird contraptions, another contraption will pop out
of them and hit you from below, damaging you in the process. How do you avoid
them? It's simple - don't stand still on them. Walk or slide or jump over
these floor traps, and you'll have no problem. The contraption will come out
of the bottom of these traps if you touch them in any way, but if you keep
moving, and you're quick enough, they'll miss you quickly, and you'll go
without any damage being dealt to you. Just keep an eye out and you'll be
fine.

*You'll have your first run in on Hard Man's stage with the world-famous Mega
Man bad guys, called Hammer Joes. Why exactly they are called Hammer Joes is
beyond me, but trust me, that's their official name. ^_^ Why don't I know
that their name is Hammer Joe? Simple - they don't throw, hold, or even own
hammers. Instead, these large enemies swing around and throw balls attached
to ropes. I'm not sure of exactly what to call them, so I'll simply call them
balls attached to ropes. In anycase, these enemies whip these things at you
every so often. They aren't vulnerable to any attacks when they're swinging
these rope balls around, but as soon as they chuck them, feel free to fire
away at them, as that's the only time they're vulnerable. Since they can take
quite a bit of damage, and the window in which you can damage them in at one
time is small, you'll need to be patient when fighting these foes. It'll take
a few "cycles" of them attacking and then you attacking before you dispatch
these pesky foes. Patience is a virtue here, obviously. Bare that in mind.

*Another interesting enemy you'll find on Hard Man's stage is the Metool
Dozer, which is basically your run-of-the-mill Metool (the hard hat enemy you
find all over the place) piloting a rather large bulldozer... hence the name
that so aptly describes them. These enemies aren't hard, you just can't
damage the body of the bulldozer itself. To kill off these enemies, you need
to jump and shoot at the Metool piloting the piece of machinery and take him
out. Taking the pilot out will automatically take out the entire piece of
machinery, making life, once again, easy as pie. Don't let the large size of
these enemies frighten you or intimidate you... they are really quite easy.
Just a cool looking novelty enemy more than anything.

*HARD MAN STRATEGY*
**** *** ********

Hard Man isn't too much of a challenge. However, he is a huge Robot Master,
and can deal you more damage then any other enemy in the game, accordingly.
Hard Man fights you in a pattern, so if you're able to memorize the pattern,
Hard Man becomes quite simple to defeat, indeed. Alas, to defeat Hard Man
simply, quickly, and safely, you'll need to have the Magnet Missiles you
acquire when you defeat Magnet Man. And if you're following the order in
which I beat the Robot Masters, and my walkthrough, then you'll have gotten
the Magnet Missiles in the last stage we visited. Lucky you! Hard Man begins
the battle by shooting two Hard Knuckles at you. Avoid them best you can,
then get ready for the hard part. Hard Man then jumps into the air and turns
himself upside down. When he does this, a split second later he'll slam his
head into the ground. If he lands on top of you, expect to sustain a lot of
damage. In anycase, when he turns himself upside down, you'll know where he's
going to land, so get out of the way if you need to, and then jump into the
air as he lands on the ground. When he lands and shakes the ground, this will
knock Mega Man over, which won't damage you, but won't allow you to attack
him either. This gives him a heads up as he resets and shoots two more Hard
Knuckles at you, beginning the cycle all over again. Jumping allows you to
avoid the small earthquake which occurs after he slams into the ground, which
is indeed very useful. So analyzing his short and easy to memorize battle
cycle will be most useful if you want to be successful against Hard Man. Now,
as far as attacking him goes, he's vulnerable to attack throughout the
battle, but don't fire at him when he fires the Hard Knuckles at you. The
Magnet Missiles will knock into the Hard Knuckles and be nullified, falling
to the ground. Instead, wait until he goes airborne, and fire. Let the heat-
sinking quality of the Magnet Missiles to lock onto the body of Hard Man on
their own, and watch the damage-fest begin. When he slams into the ground,
jump to avoid the earthquake, and fire at his vulnerable backside, sticking
out from his lair's rocky ground. Then, repeat this process all over again.
Before you know it, Hard Man will be no more.

*When you defeat Hard Man, you get the Hard Knuckles.

*********************
STAGE EIGHT - TOP MAN
*********************

*Top Man's stage is full of new enemies that we've yet to encounter. These
enemies are long, but low to the ground. With long, slender legs, they are
able to jump and bounce around with ease. They are hard to hit, and
impossible to kill with the arm cannon when they are on the ground, being
that they are so low to the ground. Fire at them (missing them) when they are
on the ground, so that when they jump, they'll jump directly into the barrage
of plasma shots shooting over them from your arm cannon, and be killed
instantly, before they have the chance to do any real damage. Other than
that, these enemies are nothing... they just aimlessly jump around, and are
all around annoying as hell. That's why you'll want to take them out as soon
as you possibly can, before they have the chance to wreak havoc on your
energy meter.

*About midway through the stage, you'll meet a huge robotic cat that's in
your way. This cat seems like it would be hard, but he's really nothing at
all to contend with - he just takes a whole lot of punishment and damage
before he is killed. You can hit him anywhere to damage him, so just jump up
and hammer the stationary enemy with plasma shots from your arm cannon, while
avoiding his attacks. The cat will shoot out a yarn ball at you, which will
go back and forth, making your attacks on the cat harder, as you have to
concentrate more on avoiding the roving yarnball as it goes all over the
place. So do that, and keep on attacking the cat to dispatch him. You can't
proceed without killing the cat, so keep on attacking it, so you can move on!
At the point where you get to the cat, you're almost to Top Man! Keep going,
my friends!

*Much like the Air Man-like enemies in Air Man's stage, Top Man has Top Man-
like enemies on his stage. They don't look anything like Top Man (just like
Air Man enemies didn't look like Air Man), but they shoot out Tops, just like
the Air Man enemies shoot out tornadoes, just like their master. The Top Man
enemies are significantly easier to defeat, however, as the Tops aren't as
severe an attack as the blowing and pulling force of the aforementioned
enemies. With that in mind, just attack the Top enemies while avoiding the
feeble and weak tops they shoot along the ground at you. They can't take that
much damage, so it shouldn't be incredibly hard for you to kill these enemies
and then forget about them. They seriously don't pose that much of a threat,
I just thought it'd be fit to mention them here, as I don't have too much
else to mention for Top Man's stage.

*At the end of the stage, right before the entrance to Top Man's lair, you'll
have to jump from floating (and moving) spinning top to another floating (and
moving) spinning top. It doesn't sound incredibly hard, and it's not, but be
weary that these tops "move" as they go up and down, and seem to wobble. This
can't completely throw off your jump timing, so bare that in mind as you jump
from one top to another. If you aren't careful, you'll miss your mark when
you jump and plummet to your death. And that, of course, wouldn't be a very
good thing, now would it.


*HARD MAN STRATEGY*
**** *** ********

Top Man is the easiest Robot Master in the game to defeat, hands down. In
that case, I've saved the easiest for last. Aren't I just the man? Of course.
In anycase, Top Man, just like Hard Man, fights in an utterly disgusting and
predictable pattern that makes fighting him laughable, at best. Top Man
starts each battle by shooting three Tops into the air above the lair, which
float there for a second, then, he commands them down on his foe. When this
happens, slide out of the way of the tops (if you don't slide soon enough,
you'll get hit by the tops, but if you slide too early... you'll again get
hit by the tops. You need to find some middle ground there, just the right
time to slide...) In anycase, after his top attack, Top Man will literally
spin like a top and zoom across the room. When he travels across the room,
jump over him, turn around, and then the process repeats. Top Man can be
attacked at all times in the battle, except when he's spinning. In his
spinning mode, he is invulnerable to all of your attacks, so save your
energy. However, when he's not spinning, you can attack him and damage him
nicely. To do the most damage, equip the Hard Knuckles and Mega Man and fire
away at Top Man, and watch as his damage diminishes at a laughable rate. If
you're efficient with your dodging and parrying technique, and use the Hard
Knuckles with even the slightest bit of skill, Top Man won't last very long
at all. That's fairly comforting to know, is it not?

*When you defeat Top Man, you get the Top Spin.


*******************************
STAGE NINE - A MYSTERIOUS FIGHT
*******************************

*After you've defeated all four of the second wave of Robot Masters, you'll
be brought back to the teleport hatch room. With all four teleports defeated,
a hole will be in the ground of the room. Drop into the hole and prepare to
fight the mysterious Quint.

*QUINT STRATEGY*
***** ********

Quint isn't a robot master. It's entirely unclear just WHAT Quint is, or the
significance he plays to the storyline. It appears that Dr. Wily encountered
Quint in his travels through time, and swayed him to fight you. You'll notice
that Quint looks mysteriously like Quick Man, but don't fear him, he isn't
nearly as difficult as Quick Man was. Quite the contrary, Quint is rather
simple to defeat. Quint's weapon is actually something he rides. Reminiscent
of a jack-hammer, Quint rides his Sakugarne. The Sakugarne doesn't only serve
as Quint's weapon, but it also serves as Quint's body armor, because it
protects nearly his entire body from being damaged by any weapon in your
arsenal. To damage Quint, you have to jump and fire at his head. The best
weapon for the job, believe it or not, is the regular old arm cannon. Since
Quint doesn't have an energy meter when you fight him, you'll not know how
much damage you're inflicting on him, but you'll know you're hitting him by
the noises you hear and the flashing that occurs when you hit Quint (as do
all enemies flash when struck by Mega Man). Quint doesn't use his weapon very
well, however. If you stay away from Quint, there's no chance he can hit you.
The Sakugarne simply digs up the ground around Quint, and throws some rocks
around a short distance, before harmlessly falling back to the ground. Alas,
Quint won't last very long, for he soon surrenders the battle and gives Mega
Man the Sakugarne for his own use. It's all together useless to use, however,
so don't even bother using it (although you can try it out, I don't care). In
this battle, try not to use an E-Tank... it shouldn't be necessary. Quint is
not only not hard, but you'll need all four E-Tanks for your upcoming battle
with Dr. Wily.

*When you defeat Quint, you'll get the Sakugarne.

********************************
STAGE TEN - WILY'S TIME FORTRESS
********************************

*Wily's castle is one stage, and it's short and easy, so I won't bore you
with a walkthrough. Everything you encounter in this castle you've
encountered before, so it should seriously give you no trouble what-so-ever.
It's a cool travel through "time" however (check out the neat backgrounds),
so it's rather fitting to the game's [weak] storyline, from a certain point
of view. But then, there's Dr. Wily...

*DR. WILY STRATEGY*
**  **** ********

Dr. Wily has three different forms, but all are fairly easy, and I'll make it
clear right now... the best weapon to use on ALL THREE FORMS is the regular
old arm cannon. Nothing is easier to hit him with than the arm cannon,
believe me. The Sakugarne does more damage than the arm cannon does, but the
Sakugarne is hard to control, and you won't be able to do much to Wily with
it unless you're quite skilled with it. For that, stick with the arm cannon.
The first battle with Wily will be with him atop a two-legged machine. This
machine is able to jump clear across the room. It can shoot both small beams
from it's shins, and large bouncy bomb-like shots from its body. To damage
Wily, jump up and shoot the cockpit. It's the only way to damage him in this
state. If you're observant, however, you'll notice that Wily fights in a
pattern in this state. He'll shoot one of those large shots, then a shin
shot, then jump across the screen. When he jumps, slide underneath him and
he'll repeat this process. Knowing this simple platform will make your life
easier while fighting this form. When you take away half of his damage, the
cockpit will dispatch from the blown up legs, and Wily'll fly to his right,
where he'll have a new body for his UFO-like craft. This craft is a tank.
This tank shoots the same large shots that the previous, legged craft did,
but this one shoots fireballs as well, that are nearly impossible to avoid.
Kill this second form of Wily the same way you killed the first - jump up and
shoot the cockpit with your arm cannon. Again, when you take away half of his
energy meter, he'll again dispatch from the craft, and fly to your right
again. He'll land in a mechanical dragon now, and the final fight'll begin.
This is actually the easiest of the Wily fights in the game. The Dragon'll
shoot a missile at you (which you can simply slide under) and then shoot four
bombs into the air (which'll hit you, but it's no biggy). While this is
happening, keep jumping and shooting at the cockpit... just keep firing away,
and Wily'll be defeated. And remember, throughout the cockpit, use E-Tanks if
you need to! You have no reason to save them anymore, this is it!

Congratulations! You've beaten Mega Man II!

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PLEASE BARE IN MIND THAT THIS SECTION, TRUE TO THE NAME OF IT, DISCUSSES THE
FOUR DIFFERENT ENDINGS THAT YOU CAN GET IN THIS GAME. THEREFORE, THIS SECTION
IS FULL OF SPOILERS, AND SHOULD BE AVOIDED IF YOU HAVEN'T BEATEN THE GAME, OR
DON'T WANT INFORMATION ON THE ENDING.

Okay, enough of the Caps Lock key for now.

The ending of Mega Man II is quite simple to explain. After you defeat Dr.
Wily's final form, he (inside his spacecraft) escapes out of his Time
Fortress and into space. Mega Man (in his Rush Space Adaptor?) is in hot
pursuit, however. Mega Man has Rush shoot a missile at Wily's craft, which
destroys it and makes the wreckage fall back down to Earth. After this,
you'll see the names of each enemy in the game (an interesting twist, as we
usually only see the bosses in the endings of Mega Man games), and then the
game ends. Yes. It's that short, sweet and simple.

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This section of the FAQ is the weapons section, where you'll find information
on all nine weapons you can use in the game. A pretty useful section of the
guide for those who are new to the weaponry of the Robot Masters in the game,
or who are new to the game in general...

Metal Blade - Obtained from defeating Metal Man. The most useful and
versatile weapon in the game. Very effective on Wood Man.

Leaf Shield - Obtained from defeating Wood Man. A shield made of leafs that
protects Mega Man from harm. Not a very good weapon (except against Air Man),
but used more as a protection device. Very effective on Air Man.

Air Shooter - Obtained from defeating Air Man. A difficult weapon to use
because of it's tendency to float upwards. Very effective on Crash Man.

Crash Bombs - Obtained from defeating Crash Man. These bombs stick to walls
and other surfaces and explode soon thereafter, destroying and damaging
everything in its blast radius. Very effective on Metal Man.

Needle Cannon - Obtained from defeating Needle Man. A Mega Buster-type weapon
that shoots out barrages of deadly needles at the enemy. Very effective on
Magnet Man.

Magnet Missile - Obtained from defeating Magnet Man. A homing weapon that
pursues it's target if shot in the target's direction. Very effective on Hard
Man.

Hard Knuckle - Obtained from defeating Hard Man. A robotic fist, this weapon
is like a large boxing glove. Primarily used to knock down barriers, similar
to Crash Man's Crash Bombs in Mega Man 2. Very effective on Top Man.

Top Spin - Obtained from defeating Top Man. Another hard to use, and even
hard to understand weapon. The first weapon that doesn't shoot some sot of
projectile, or use a time stopper, this weapon is more of a specialty item.
Run into an enemy with it equipped and press B. Your body becomes a lethal
spinning top! Extremely useful on Needle Man.

AND NOW... the damage chart...

Before we go onto the damage charts, there are two things I must explain.
First of all, I'll explain how I got these figures, and then I'll explain how
to read the chart.

How these figures were obtained:

These numbers and whatnot on the chart were obtained via careful calculation.
I simply fought every Robot Master with every weapon, including him own. I
then saw how many hits with each weapon it took to kill that Robot Master,
and put the figures on the chart. A -- symbolizes that the Robot Master is
immune to that weapon and that it doesn't effect him in any way.

To read the chart:

Simply line up the name of the robot master on the left side with the robot
master weapon you want to beat him with on the top. There is a key below to
read the symbols.

Key to the Charts:

MM = Mega Man
MM2 = Metal Man
CM = Crash Man
AM = Air Man
WM = Wood Man
NM = Needle Man
MM3 = Magnet Man
HM = Hard Man
TM = Top Man

Robot Master  MM  MM2 CM  AM  WM  NM  MM3 HM  TM
--------------------------------------------------
Metal Man     25  --  05  --  --  --  --  --  --
--------------------------------------------------
Crash Man     25  --  --  14  --  --  --  --  --
--------------------------------------------------
Air Man       25  --  --  --  04  --  --  --  --
--------------------------------------------------
Wood Man      25  05  14  --  --  --  --  --  --
--------------------------------------------------
Needle Man    25  --  25  08  --  --  05  --  25
--------------------------------------------------
Magnet Man    25  14  25  --  --  08  --  14  25
--------------------------------------------------
Hard Man      25  25  25  --  --  --  08  --  --
--------------------------------------------------
Top Man       25  --  --  25  --  14  25  07  --
--------------------------------------------------

Thank you goes out to Mandi Paugh's Mega Man Homepage (www.mmhp.net) for
information to compare my numbers to. Visit her webpage, it's awesome.


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This section of the FAQ explains what the different items in the game you'll
find are, what they do, et cetera. Useful if you're puzzled on what those
white balls are that some enemies drop, or what those containers with the "E"
on them are. =)

- Energy Pellet (circle): Restores energy to Mega Man's health meter. Big
ones restore a lot of energy, little ones restore a little bit of energy.

- Energy Pellet (oval): Restores energy to Mega Man's weapons. Big ones
restore a lot of energy, little ones restore a little bit of energy.

- E-Tank: You can carry as many as four of these in your inventory. These
paintcan-looking items can be stored and used to re-fill your energy meter to
maximum at any time during the game. Especially useful your three battles
with Dr. Wily, not to mention Robot Master battles.

- Extra Life: Shaped like Mega Man's head. Pick it up to receive and extra
life!

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This section of the FAQ is dedicated to the three different Rush Adaptors
available to you to use in the game. For all three of the Rush Adaptors,
you'll find a short description for each.

RUSH COIL
The Rush Coil is the basic Rush Adaptor. When you command Rush with the Rush
Coil equipped, he appears and stays still, with a spring (or coil) coming out
of his back. Jump atop him in this state and Mega Man'll bounce up, jumping
far higher than he'd normally be able to. Quite the useful little tool
indeed, to get to those out of the way alcoves and platforms that are holding
Extra Lives and E-Tanks.

RUSH JET
The Rush Jet is the most useful of the Rush Adaptors, by far. When you deploy
Rush in the Rush Jet Adaptor mode, he turns into a little jetboard. Jump atop
him and then push the d-pad in any direction to literally fly around with the
use of Rush Jet. Unlike in other Mega Man games, the Rush Jet doesn't
automatically move in the direction it's facing when deployed, so you have a
great advantage with the Rush Jet. You'll find yourself using it quite often.

RUSH MARINE
The Rush Marine is more of a novelty Rush Adaptor, and you won't find
yourself using it all that often - maybe twice or three times throughout the
entire game. When you deploy Rush in this state, he'll appear to look like a
submarine. Jump inside of him to float and traverse the water freely and
easily. Press B while in him to fire the cannon at the front of the submarine
to kill any enemies in your way.

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Well my friends, it's time to close this guide out! =) I hope you found it
very helpful... I very much enjoyed writing it. It was fun, as is the game,
and I'm sure that it was/is/will be enjoyable for you as well. And hey, if
you have game related questions, comments, suggestions - whatever, e-mail
them my way, [email protected]. And make sure to put Mega Man II GB (or
whatever game you're writing in on, I have twenty-six other guides), in the
header as the topic, so I know what the hell you're talking about. =) Take it
easy.

I'd like to take this chance to thank a friend of mine, Devin Morgan, a
fellow FAQ writer on GameFAQs, for just being a good guy, a good friend, and
someone I can talk to about everything. Thanks Dev. Thanks should also go out
to other fellow FAQers, including Nemesis, Astro Blue, flowerpot, MetroidMoo,
AdrenalineSL, Psycho Penguin, Meowthnum1, et cetera.

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[accurate as of August 14, 2002]

I'm a 17 year old, and graduated from high school in June of 2002. I live on
Long Island, in New York, about half an hour from New York City. I play ice
hockey, I worked at a deli, until recently, when I quit (^_^) and I love
videogames, especially RPGs. My favorite series for videogames include the
Final Fantasy series (excluding VIII), the Dragon Warrior/Quest series, the
Mega Man series, and the Tales series. I aspire to go to Northeastern
University in the fall of 2002 to study History and Law.

THANKS FOR READING!

This walkthrough is copyright (c) 2002 to Colin Moriarty (CMoriarty), e-mail
[email protected]. All rights reserved. Completely unofficial - Mega Man
and all related items copyrighted 1992 to Capcom Japan/US, all rights
reserved!

http://www.gamefaqs.com/features/recognition/4280.html